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<FONT color="green">001</FONT>    package org.bukkit.generator;<a name="line.1"></a>
<FONT color="green">002</FONT>    <a name="line.2"></a>
<FONT color="green">003</FONT>    import java.util.ArrayList;<a name="line.3"></a>
<FONT color="green">004</FONT>    import java.util.List;<a name="line.4"></a>
<FONT color="green">005</FONT>    import java.util.Random;<a name="line.5"></a>
<FONT color="green">006</FONT>    import org.bukkit.Location;<a name="line.6"></a>
<FONT color="green">007</FONT>    import org.bukkit.Material;<a name="line.7"></a>
<FONT color="green">008</FONT>    import org.bukkit.World;<a name="line.8"></a>
<FONT color="green">009</FONT>    import org.bukkit.block.Block;<a name="line.9"></a>
<FONT color="green">010</FONT>    <a name="line.10"></a>
<FONT color="green">011</FONT>    /**<a name="line.11"></a>
<FONT color="green">012</FONT>     * A chunk generator is responsible for the initial shaping of an entire chunk.<a name="line.12"></a>
<FONT color="green">013</FONT>     * For example, the nether chunk generator should shape netherrack and soulsand<a name="line.13"></a>
<FONT color="green">014</FONT>     */<a name="line.14"></a>
<FONT color="green">015</FONT>    public abstract class ChunkGenerator {<a name="line.15"></a>
<FONT color="green">016</FONT>        /**<a name="line.16"></a>
<FONT color="green">017</FONT>         * Shapes the chunk for the given coordinates.&lt;br /&gt;<a name="line.17"></a>
<FONT color="green">018</FONT>         * &lt;br /&gt;<a name="line.18"></a>
<FONT color="green">019</FONT>         * This method should return a byte[32768] in the following format:<a name="line.19"></a>
<FONT color="green">020</FONT>         * &lt;pre&gt;<a name="line.20"></a>
<FONT color="green">021</FONT>         * for (int x = 0; x &lt; 16; x++) {<a name="line.21"></a>
<FONT color="green">022</FONT>         *     for (int z = 0; z &lt; 16; z++) {<a name="line.22"></a>
<FONT color="green">023</FONT>         *         for (int y = 0; y &lt; 128; y++) {<a name="line.23"></a>
<FONT color="green">024</FONT>         *             // result[(x * 16 + z) * 128 + y] = ??;<a name="line.24"></a>
<FONT color="green">025</FONT>         *         }<a name="line.25"></a>
<FONT color="green">026</FONT>         *     }<a name="line.26"></a>
<FONT color="green">027</FONT>         * }<a name="line.27"></a>
<FONT color="green">028</FONT>         * &lt;/pre&gt;<a name="line.28"></a>
<FONT color="green">029</FONT>         *<a name="line.29"></a>
<FONT color="green">030</FONT>         * Note that this method should &lt;b&gt;never&lt;/b&gt; attempt to get the Chunk at<a name="line.30"></a>
<FONT color="green">031</FONT>         * the passed coordinates, as doing so may cause an infinite loop<a name="line.31"></a>
<FONT color="green">032</FONT>         *<a name="line.32"></a>
<FONT color="green">033</FONT>         * @param world The world this chunk will be used for<a name="line.33"></a>
<FONT color="green">034</FONT>         * @param random The random generator to use<a name="line.34"></a>
<FONT color="green">035</FONT>         * @param x The X-coordinate of the chunk<a name="line.35"></a>
<FONT color="green">036</FONT>         * @param z The Z-coordinate of the chunk<a name="line.36"></a>
<FONT color="green">037</FONT>         * @return byte[] containing the types for each block created by this generator<a name="line.37"></a>
<FONT color="green">038</FONT>         */<a name="line.38"></a>
<FONT color="green">039</FONT>        public abstract byte[] generate(World world, Random random, int x, int z);<a name="line.39"></a>
<FONT color="green">040</FONT>    <a name="line.40"></a>
<FONT color="green">041</FONT>        /**<a name="line.41"></a>
<FONT color="green">042</FONT>         * Tests if the specified location is valid for a natural spawn position<a name="line.42"></a>
<FONT color="green">043</FONT>         *<a name="line.43"></a>
<FONT color="green">044</FONT>         * @param world The world we're testing on<a name="line.44"></a>
<FONT color="green">045</FONT>         * @param x X-coordinate of the block to test<a name="line.45"></a>
<FONT color="green">046</FONT>         * @param z Z-coordinate of the block to test<a name="line.46"></a>
<FONT color="green">047</FONT>         * @return true if the location is valid, otherwise false<a name="line.47"></a>
<FONT color="green">048</FONT>         */<a name="line.48"></a>
<FONT color="green">049</FONT>        public boolean canSpawn(World world, int x, int z) {<a name="line.49"></a>
<FONT color="green">050</FONT>            Block highest = world.getBlockAt(x, world.getHighestBlockYAt(x, z), z);<a name="line.50"></a>
<FONT color="green">051</FONT>    <a name="line.51"></a>
<FONT color="green">052</FONT>            switch (world.getEnvironment()) {<a name="line.52"></a>
<FONT color="green">053</FONT>                case NETHER:<a name="line.53"></a>
<FONT color="green">054</FONT>                    return true;<a name="line.54"></a>
<FONT color="green">055</FONT>                case SKYLANDS:<a name="line.55"></a>
<FONT color="green">056</FONT>                    return highest.getType() != Material.AIR<a name="line.56"></a>
<FONT color="green">057</FONT>                            &amp;&amp; highest.getType() != Material.WATER<a name="line.57"></a>
<FONT color="green">058</FONT>                            &amp;&amp; highest.getType() != Material.LAVA;<a name="line.58"></a>
<FONT color="green">059</FONT>                case NORMAL:<a name="line.59"></a>
<FONT color="green">060</FONT>                default:<a name="line.60"></a>
<FONT color="green">061</FONT>                    return highest.getType() == Material.SAND<a name="line.61"></a>
<FONT color="green">062</FONT>                            || highest.getType() == Material.GRAVEL;<a name="line.62"></a>
<FONT color="green">063</FONT>            }<a name="line.63"></a>
<FONT color="green">064</FONT>        }<a name="line.64"></a>
<FONT color="green">065</FONT>    <a name="line.65"></a>
<FONT color="green">066</FONT>        /**<a name="line.66"></a>
<FONT color="green">067</FONT>         * Gets a list of default {@link BlockPopulator}s to apply to a given world<a name="line.67"></a>
<FONT color="green">068</FONT>         *<a name="line.68"></a>
<FONT color="green">069</FONT>         * @param world World to apply to<a name="line.69"></a>
<FONT color="green">070</FONT>         * @return List containing any amount of BlockPopulators<a name="line.70"></a>
<FONT color="green">071</FONT>         */<a name="line.71"></a>
<FONT color="green">072</FONT>        public List&lt;BlockPopulator&gt; getDefaultPopulators(World world) {<a name="line.72"></a>
<FONT color="green">073</FONT>            return new ArrayList&lt;BlockPopulator&gt;();<a name="line.73"></a>
<FONT color="green">074</FONT>        }<a name="line.74"></a>
<FONT color="green">075</FONT>    <a name="line.75"></a>
<FONT color="green">076</FONT>        /**<a name="line.76"></a>
<FONT color="green">077</FONT>         * Gets a fixed spawn location to use for a given world.<a name="line.77"></a>
<FONT color="green">078</FONT>         *<a name="line.78"></a>
<FONT color="green">079</FONT>         * A null value is returned if a world should not use a fixed spawn point,<a name="line.79"></a>
<FONT color="green">080</FONT>         * and will instead attempt to find one randomly.<a name="line.80"></a>
<FONT color="green">081</FONT>         *<a name="line.81"></a>
<FONT color="green">082</FONT>         * @param world The world to locate a spawn point for<a name="line.82"></a>
<FONT color="green">083</FONT>         * @param random Random generator to use in the calculation<a name="line.83"></a>
<FONT color="green">084</FONT>         * @return Location containing a new spawn point, otherwise null<a name="line.84"></a>
<FONT color="green">085</FONT>         */<a name="line.85"></a>
<FONT color="green">086</FONT>        public Location getFixedSpawnLocation(World world, Random random) {<a name="line.86"></a>
<FONT color="green">087</FONT>            return null;<a name="line.87"></a>
<FONT color="green">088</FONT>        }<a name="line.88"></a>
<FONT color="green">089</FONT>    }<a name="line.89"></a>




























































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